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<blockquote data-quote="Staffan" data-source="post: 1226500" data-attributes="member: 907"><p><strong>Cleric of Earth</strong></p><p></p><p><strong>Clerics of Earth</strong></p><p></p><p><strong>Weapons allowed:</strong> The Lords of Earth allow their champions to fight with any weapon that comes from the earth. This includes weapons made of metal, stone and wood, but not bone. Earth clerics gain no special weapon proficiencies.</p><p></p><p><strong>Ignore Earth (Su):</strong> When ignoring the Earth, the cleric is immune to all attacks made with stone, rock, metal, wood, or other earthen materials. He can choose to walk through earth, and moves at his normal movement rate as long as he's keeping level or descending. If ascending, his movement rate is halved. If he is still inside solid matter when the power runs out, he will be forcefully ejected into the nearest empty space and take 4d8 damage.</p><p></p><p><strong>Gate Earth (Su):</strong> The cleric can gate in 1 cubic foot of stone per level above 6th. This is always relatively generic stone, in a pretty basic shape (round, square, triangular – not carved or anything fancy like that). If gated in above someone's head, the cleric must first make a ranged attack roll with a -2 penalty (due to the difficulty of indirect aiming – note however that cover might be ignored). If the attack roll succeeds, the victim takes 1d6 damage per cubic foot.</p><p></p><p><strong>Minor granted powers: </strong>At the appropriate levels, a cleric of earth gets to choose between these powers:</p><p></p><p><strong>Eliminate tracks (Su):</strong> The earth covers up the cleric's tracks as he passes. This is somewhat similar to the spell pass without trace, but more limited: the cleric still leaves a scent, it only works on earth (for example, not on mud), and the cleric's feet must be bare.</p><p></p><p><strong>Encasement (Su): </strong>The cleric buries himself beneath loose sand, earth or top soil and remains there resting for up to 8 hours. For every two hours spent resting like this, the cleric regains 1 hp/level. Spellcasting is only possible if the spell has no somatic components and the material components or foci can be accessed without moving much. The cleric may not move from the spot where he is hidden without emerging, unless he uses his power to ignore earth. The DC for finding the hiding place is 10+the cleric's level.</p><p></p><p><strong>Meld into Stone (Sp):</strong> Just like the spell, once per day.</p><p></p><p><strong>Protection from earth (Su):</strong> The cleric gets a +2 bonus to all saving throws versus earth-based attacks.</p><p></p><p><strong>Endure (Su):</strong> In order to choose this power, the cleric must be at least 5th level. When within twice the defiling radius of a spell, the cleric can attempt to ease the spell's destructive effect by channeling life force from the surrounding area into the area being defiled. If the cleric succeeds in a Concentration check with a DC equal to the spell's save DC, the defiling radius is halved. The surrounding area will be a little sickly, but nothing they won't recover from.</p></blockquote><p></p>
[QUOTE="Staffan, post: 1226500, member: 907"] [b]Cleric of Earth[/b] [b]Clerics of Earth[/b] [b]Weapons allowed:[/b] The Lords of Earth allow their champions to fight with any weapon that comes from the earth. This includes weapons made of metal, stone and wood, but not bone. Earth clerics gain no special weapon proficiencies. [b]Ignore Earth (Su):[/b] When ignoring the Earth, the cleric is immune to all attacks made with stone, rock, metal, wood, or other earthen materials. He can choose to walk through earth, and moves at his normal movement rate as long as he's keeping level or descending. If ascending, his movement rate is halved. If he is still inside solid matter when the power runs out, he will be forcefully ejected into the nearest empty space and take 4d8 damage. [b]Gate Earth (Su):[/b] The cleric can gate in 1 cubic foot of stone per level above 6th. This is always relatively generic stone, in a pretty basic shape (round, square, triangular – not carved or anything fancy like that). If gated in above someone's head, the cleric must first make a ranged attack roll with a -2 penalty (due to the difficulty of indirect aiming – note however that cover might be ignored). If the attack roll succeeds, the victim takes 1d6 damage per cubic foot. [b]Minor granted powers: [/b]At the appropriate levels, a cleric of earth gets to choose between these powers: [b]Eliminate tracks (Su):[/b] The earth covers up the cleric's tracks as he passes. This is somewhat similar to the spell pass without trace, but more limited: the cleric still leaves a scent, it only works on earth (for example, not on mud), and the cleric's feet must be bare. [b]Encasement (Su): [/b]The cleric buries himself beneath loose sand, earth or top soil and remains there resting for up to 8 hours. For every two hours spent resting like this, the cleric regains 1 hp/level. Spellcasting is only possible if the spell has no somatic components and the material components or foci can be accessed without moving much. The cleric may not move from the spot where he is hidden without emerging, unless he uses his power to ignore earth. The DC for finding the hiding place is 10+the cleric's level. [b]Meld into Stone (Sp):[/b] Just like the spell, once per day. [b]Protection from earth (Su):[/b] The cleric gets a +2 bonus to all saving throws versus earth-based attacks. [b]Endure (Su):[/b] In order to choose this power, the cleric must be at least 5th level. When within twice the defiling radius of a spell, the cleric can attempt to ease the spell's destructive effect by channeling life force from the surrounding area into the area being defiled. If the cleric succeeds in a Concentration check with a DC equal to the spell's save DC, the defiling radius is halved. The surrounding area will be a little sickly, but nothing they won't recover from. [/QUOTE]
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